TD’s, Artists, Producers, Owners and Clients all want put the best work on the screen with the smallest budget and the least amount of effort and time. Maybe this is... Read More
In this talk, we will present the tools developed by Ubisoft Motion Pictures for the Rabbids Invasion TV series. Ubisoft is a major producer, publisher, and distributor of video games... Read More
4 Nordic companies will give a brief insight into how they handle scene assembly/control adding their individual takes on how they keep things under control. Jimmi Gravesen @ Wil Film... Read More
Scenes are becoming increasingly complicated and handling the various bits and pieces that goes into them is much like “hearding ants”. Sometimes the ants also turn out to be whales... Read More
Is USD just a new buzzword or is this something that producers should take seriously? A discussion of the potential impact of USD on digital production and why producers and... Read More
With a minimum of technical gibberish, just what is USD, how will we implement it and what are the benefits and costs? How does the use of USD impact productions?... Read More
Costumes are an important part of character design, acting, storytelling, and visual appeal in animation. But it is challenging to achieve art-directed, natural-looking motion and detail in CG animated clothing,... Read More
Costumes are an important part of character design, acting, storytelling, and visual appeal in animation. But it is challenging to achieve art-directed, natural-looking motion and detail in CG animated clothing,... Read More
First we screen a clip from The Ningyo. A 27 minute 1911 period film pilot about “cryptozoology” created by Miguel Ortega and Tran Ma. The search for mythological or unproven... Read More
Did you ever dream of making your own TV-show? Using all the skills you have gained by working in the industry and knowing how to use them most efficiently? Miguel... Read More
Oceans, how to create artist-friendly, art-directable ocean and water workflows for a predictable turn around time and flexibility. Our approach to water and ocean surfaces, from reference to final comp.
Intro Mocap shoot, acting like a walker Handling large amount of mocap data Adding style to the crowd Haircurves on thousands of crowd agents Simulating cloth and fire Finishing touches... Read More
3D TV-series required painterly non-3d feeling. Result was to look at the old days and make a brush splat renderer inside Nuke. We take a look on what challenges and... Read More